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Full text of "Khe Sanh"

KHE SANH 

Guerilla War in Viet Nam 



A tactical skill game for one player. You command a 
military base in Viet Nam during the Tet offensive. Two 
units of North Vietnamese regulars are approaching the 
base; but where are they? Use five platoons and four 
helicopters to search and destroy, defoliate jungle, and 
defend convoys. 

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NOTES 

If you have difficulty locating coordinates on the screen it can 
be helpful to place a few defoliation markers at strategic points, noting 
their exact location. 




KHE SANH 

Guerilla War in Viet Nam 



INSTE00TION MANUAL 



Copyright 1981, 1985 by Not~Polyoptic$. 
All rights reserved. 



Tl BASIC - MO PERIPHERALS 



* iN£ • ? * 



nOT-POLYOPTICS II 1 372 1 Lynn SI., Woodbridge, VA 22X91 

GAMES FOR // TI 99/4(A) 



KHE SANH 

Guerilla War in Viet Nam 

by Not-Polyoptics 



KHE SANH is a game about guerilla warfare in South Vietnam 
during the Tet offensive in 1968. The battle of Khe Sanh was a turning 
point in the war, and epitomizes modern guerilla warfare. The elusive 
North Vietnamese and Viet Cong units, unencumbered by the need to 
defend military bases, could remain hidden in the jungle until the time 
to attack was right. The American forces, on the other hand, could 
only conduct an often futile search for the guerillas to preempt these 
destructive attacks. This lion -baiting game ended in 1972 when the 
American forces withdrew from the area. 

In this game the player is given five platoons of soldiers and four 
helicopters to search for and destroy two companies of North 
Vietnamese regulars, controlled by the computer. The NVA are invisible 
at all times. To win, the player must accumulate more points than the 
enemy. 



1. SETTING UP 



a) The player is asked how many weeks he wants to play. One 
week produces a quick game in which the advantage b clearly 
American; however, the greater the number of weeks chosen, the 
greater the cumulative damage and the more the Vietnamese gain the 
upper hand. Five is the suggested number for a game with equal 
chances. Every week two new Vietnamese units begin at the edges of 
the screen - they are invisible and show themselves initially only by 
the damage they do. 

b) The screen shows a mapboard with a military base, four roads 
leading to it, an air base, and a nearby Vietnamese village. It is 
divided into 768 equally sized squares in a 24 (vertical) by 32 
(horizontal) matrix. All objects and movements are defined in terms of 
this grid. The American platoons are shown as the letters A through E. 
Helicopters don't appear until it is their turn to move (See Section 4 
below). Each Vietnamese is randomly placed on one of the 4 edges of 
the board. During the course of the game each NVA unit travels 



straight across to the other side of the screen, until it encounters an 
obstacle. 



This illustration shows where the 
Vietnamese might be placed. They needn't 
start out on different sides. The Vietnamese 
move at a random pace based on the platoon 
movements of the Americans. Every time the 
American platoons move a random number of times (between 
eight and thirteen), both NVA advance one square toward the 
opposite side. If no key is pressed to either move an American unit or 
remain in place, then no Vietnamese units will move. 




2. AMERICAN PLATOONS 

a) The letter of the American unit whose turn it is to move 
appears in the lower left of the screen; that unit is ready to move. The 
units move sequentially, one at a time, and the only way to get to the 
turn of a particular unit is to go through those of the intervening units. 

b) The A,B,C, etc. letters for the platoons stand for the standard 
military designations Alpha, Baker, Charlie, etc. 

To move a platoon, press E for north, S for west, D for east, X 
for south, W for northwest, R for northeast, Z for southwest, or C for 
southeast. Press the space bar to stay in place (this counts as a move). 

c) When a platoon moves on an NVA unit a machine gun 
sounds and that NVA unit is destroyed. The Americans receive 9 
points. 

d) Platoons aid in repairing destroyed road and air base sections. 



3. CONVOYS 3 

a) Convoys supply needed provisions for the army base. They 
can come down any of the four roads leading to the base. If the road 
is clear, the convoy is successful and Americans get 6 points. If a part 
of the road is destroyed the convoy will wreck, giving 3 points to the 
NVA and making the road impossible to repair. Future convoys coming 
down this road can only be saved by posting a platoon over the 
destroyed square. Thus it is important, to fix the roads as soon as 
possible (see 4e). If all four roads are destroyed, the balance of the 
game is definitely tipped in favor of the Vietnamese. 



4. HELICOPTERS 

a) Every once in a while the computer will beep and a helicopter 
will appear on the air base. This is the helicopters' turn - four 
helicopters appear at the air base, unless positions at the base have 
been destroyed, in which case the helicopter corresponding to that 
position will be skipped. The helicopters are used to destroy NVA 
units, to defoliate the jungle so that NVA may be spotted, and to 
repair the roads and the air base. 

b) To move a helicopter, input the coordinates of the square 
where you want it to go. Do NOT press ENTER. The board is 24 
spaces vertically and 32 horizontally. The player must input '0' before 
one digit coordinates; thus, input '0101' for the upper left corner, '0132' 
for the upper right corner. 

c) If the coordinates correspond to an empty terrain square, it 
defoliates the jungle there (a <+' appears at the spot); if the square 
contains an object square, nothing happens and its turn ends. 

d) If the helicopter has gone to a place where there are 
Vietnamese, there is a one-in-seven chance that it will be shot down. 
Otherwise, the enemy will be destroyed. The enemy recieves 7 points 
for shooting down the helicopter; if the Vietnamese are destroyed the 
Americans recieve 9 points. 



e) To repair the road or the air base requires a cooperation of 
American troops and helicopters. First, a platoon lands on an explosion 
marker, then moves away, leaving a space. Then a helicopter goes to 
the space and leaves a defoliation marker. The road or base is then 
repaired. (EXCEPTIONS a truck has crashed on an explosion marker 
or an empty space before the Americans have had time to repair the 
road, it leaves a wreckage marker. The only way to allow convoys to 
pass this points is to leave a platoon on the marker for the rest of the 
game.) 

f) The purpose of the defoliation markers is to locate the enemy 
units. When a Vietnamese moves on to a defoliation marker, it 
disappears. Thus these markers must be placed strategically to give 
the Americans early warning of the Vietnamese locations. 



5. VIETNAMESE UNITS 

a) Everything on the screen except defoliation markers and 
American platoons may be blown up by the Vietnamese. When the. 
enemy encounters an object, it destroys one square of it, for which the 
Vietnamese receive 7 points, and jumps to a random place from zero to 
three spaces down, and from zero to three spaces to the left. The unit 
continues from its new location in a straight line parallel to its original 
course. If its new location 'is also an object, it will attack and jump 
again, until it reaches empty terrain. It is possible for a Vietnamese to 
jump off the screen - if it does, it is the same as if it completed its 
march; it will not be seen again. 

' b) When the Vietnamese move on to a space occupied by an 
American platoon, the machine gun sounds and the NVA unit is 
destroyed. The Americans receive 9 points. 

c) Remember, since the Vietnamese are invisible and move at a 
random rate, they are sometimes diabolically unpredictable. 

d) The week ends when both Vietnamese companies are 
destroyed, or both escape off the screen, or a combination of these 
situations. The Vietnamese recieve 11 points each for completing their 
march across the screen. 




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6. STRATEGY 

a) It is important to spread the American units out as widely as 
possible, to cover the screen. Even if you have deduced the location of 
an enemy unit, you must have a platoon nearby to dispatch it before it 
does further damage. Also it is helpful to have units near all the roads 
for quick repair. Usually it is good to position the units on the squares 
you choose and then press the space bar to keep them there. 

b) Since helicopters come into play at random intervals, 
widespread defoliation may not be practical ■ in shorter games. 
Defoliating areas between vital necessities such as the air base and the 
nearby edges of the screen can give you the necessary forwarning to 
prevent disaster. The best pattern to lay down the defoliants is usually 
a diagonal one, covering greater numbers of horizontal and vertical 
lines. For longer games defoliating the areas at the edge of the screen 
gives earlier warning of the location of the enemy. 

c) The longer the elapsed time since the previous convoy or 
helicopter turn, the more likely the next one. Thus, the best way to 
repair a road is to place a unit on the explosion marker until a convoy 
has gone (on any of the roads), then move the platoon off in hope of 
the next helicopter turn. Nothing is more frustrating than getting a 
helicopter turn while a unit is still positioned on the damaged square, 
since the road can not be repaired until the next helicopter turn. 

d) If you have eliminated one of the Vietnamese units and 
discover the remaining one, station a unit on the the square where he 
will go off the screen or where he will do damage and spend the time 
before he hits that square repositioning your units. You may gain extra 
points from convoys and get more helicopter turns this way. If the 
helicopter turn comes, use it to expand your defoliation coverage. 

e) Use logic to deduce the positions of the enemy. If the game 
has gone on for a long time, and you have seen no sign of them, this 
also implies certain things about their locations. There are a few enemy 
paths that go almost the width or height of the screen. 



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